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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Manbearcat" data-source="post: 9515145" data-attributes="member: 6696971"><p>I don't think there is a singular answer to that question as <em>immersive </em>is a slippery quality of play that is idiosyncratic to the user.</p><p></p><p>My answer as a player is probably irrelevant given that I've just not been afforded enough opportunity to be a player in my TTRPG lifespan. The very few times I've played in games that feature such procedures, its fit me very well. As a lifelong GM of a large array of varying games, I inhabit situation and characters and the demands of system itself (trying to build out interesting decision-points and consequence-spaces that index system handles and PC motivations) simultaneously all the time. Consequently, minor fluctuations in perspective or multivariate mental processing absolutely enhance my inhabitation of the moment and its immediate needs (including those needs of the characters I play). Flat play that lacks in immediacy or weighty consequence, feeling any of conflict-neutral, uncharged, or deterministic is an absolute death knell for my moment-to-moment emotional and cognitive experience of TTRPGing.</p><p></p><p>So mostly all I can really do is point to the huge number of people I've run games for that feature such procedures. I've probably run games like you're describing for 200 people give-or-take. I can count on one hand the number of times I've seen that procedure balked at and (a) it was the same two players whose proclivities were kindred with some of the people in this thread at that point and (b) now (some decade+ after these instances) their absolutely favorite TTRPG is Sword of the Serpentine (which includes that kind of procedure).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9515145, member: 6696971"] I don't think there is a singular answer to that question as [I]immersive [/I]is a slippery quality of play that is idiosyncratic to the user. My answer as a player is probably irrelevant given that I've just not been afforded enough opportunity to be a player in my TTRPG lifespan. The very few times I've played in games that feature such procedures, its fit me very well. As a lifelong GM of a large array of varying games, I inhabit situation and characters and the demands of system itself (trying to build out interesting decision-points and consequence-spaces that index system handles and PC motivations) simultaneously all the time. Consequently, minor fluctuations in perspective or multivariate mental processing absolutely enhance my inhabitation of the moment and its immediate needs (including those needs of the characters I play). Flat play that lacks in immediacy or weighty consequence, feeling any of conflict-neutral, uncharged, or deterministic is an absolute death knell for my moment-to-moment emotional and cognitive experience of TTRPGing. So mostly all I can really do is point to the huge number of people I've run games for that feature such procedures. I've probably run games like you're describing for 200 people give-or-take. I can count on one hand the number of times I've seen that procedure balked at and (a) it was the same two players whose proclivities were kindred with some of the people in this thread at that point and (b) now (some decade+ after these instances) their absolutely favorite TTRPG is Sword of the Serpentine (which includes that kind of procedure). [/QUOTE]
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